Path of Exile, Gameplay Criticism

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Pobatti wrote:
The only impact it has is after that point, once players start to reach high enough levels where it takes many hours of grinding to gain a single level. At that point a single death could set you back days, or weeks

Those levels are pretty much pure bonuses, nothing required to make a build work.

Nothing you've ever experienced since you only managed to reach level 80 it seems.

It took me at most 1 hour and a half to go from level 89 to 90 on the last character I leveled, for example.
Granted, it's quite fast (to me at least), but I'm just showing you an example because you have no idea of how much time it can take to level up past level 81.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
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Pobatti wrote:
The only impact it has is after that point, once players start to reach high enough levels where it takes many hours of grinding to gain a single level. At that point a single death could set you back days, or weeks

Those levels are pretty much pure bonuses, nothing required to make a build work.

Nothing you've ever experienced since you only managed to reach level 80 it seems.

It took me at most 1 hour and a half to go from level 89 to 90 on the last character I leveled, for example.
Granted, it's quite fast (to me at least), but I'm just showing you an example because you have no idea of how much time it can take to level up past level 81.

Leave it. No point to argue with this dude. One chracter, based on somebodys other build, with gear terrible even for SSF, on level 81. Nevertheless, he theorizes about something, what he has no idea about, like some Einstein. Hey! Pobbati! Level this catastrophe you call "viable build" past level 90 and come back then :P
You have been placed on probation for: ● Make hateful or needlessly negative comments ● Personally attack or cause harm to the reputation of others ● Antagonise others in an obnoxious manner ●
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Pobatti wrote:
It's negligable and can be ignored by players, even in SSF modes, for the duration of the story.

So it fails its purpose in early levels. It should be teaching you where you fail early, rather than let you hit a wall in act 7.


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Pobatti wrote:
But that problem is being overblown. Horror stories are being told about it, and that leads to new players coming into the game hearing those stories, and becoming utterly terrified of the XP penalty from Act 6 onwards. Which is stupid, especially when you die a few times and hardly notice the XP bar move.

It is an issue if wrong info is transmitted to new players. The penalty is an issue rather late in the game, but when it becomes one, it is massive.


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Pobatti wrote:
Remove the death penalty and what would players do?

Dude, how many times to I have to repeat this:
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Qiu_Qiu wrote:
Just so that this is very clear, and I wish I didn't have to state it again and again: I am not advocating for a complete removal of the penalty, but rather a rework to make it fulfill its objectives better.
Where the hell did you get the idea that what is being suggested is that the penalty be entirely removed?


It seems to me that you are having the exact opposite experience to what those complaining about the penalty experience: we try the hardest content we can (thus training our skill), experience the high death penalties, and then decide to avoid the content that hurts us most (thus no longer training our skill and possibly starting regressing), removing one by one all challenging content, until we only play boring content that hardly gives any experience.
This is where I stopped playing the game.

PS:
I am talking about high levels. Hardly anyone finds the penalty too harsh before the 80s (90s in most cases).
It can be done by simple elegant solution: if you turn death penalty OFF, you loose one extra map portal after death.
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Elua wrote:
It can be done by simple elegant solution: if you turn death penalty OFF, you loose one extra map portal after death.



Or maybe only one portal per map (including Shaper, Elder, Atziri, etc.) so you only get one attempt per map or area. No glass cannons allowed.
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Elua wrote:
It can be done by simple elegant solution: if you turn death penalty OFF, you loose one extra map portal after death.
This solves absolutely nothing. There needs to be help to see that your build is flawed way before maps, and the number of portals in maps is hardly relevant.
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SaiyanZ wrote:
Or maybe only one portal per map (including Shaper, Elder, Atziri, etc.) so you only get one attempt per map or area. No glass cannons allowed.
This is a lot closer to something decent. It's always struck me as weird that you could simply run back to a boss that would keep all its damage.
I would definitely find it a decent trade to remove the current penalty, have your character have to redo entirely areas it dies in, and lose any XP gained during the last hour as an additional setback.

Not sure what the inconvenients of that would be, but it would definitely require that all mandatory bosses feel doable without dying (and by that, I mean that patterns need to be readable and feel avoidable).
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SaiyanZ wrote:
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Elua wrote:
It can be done by simple elegant solution: if you turn death penalty OFF, you loose one extra map portal after death.



Or maybe only one portal per map (including Shaper, Elder, Atziri, etc.) so you only get one attempt per map or area. No glass cannons allowed.

Not so good idea, especialy when it comes to Uber Elder. You don't have to be glass cannon to die there. I farm Uber Elder almost every day and loosing approx 1-2 portals each fight, exclusively due to lags. Situation is always the same - some shit causing massive lag appears, then Shaper telegraphs his attack, I know precisely what to do and where to run, but there is lag so... bam. I'm dead. In such case only build capable to facetank Shaper's slam or Elers "wave" or whatever it is can survive.
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SaiyanZ wrote:
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Elua wrote:
It can be done by simple elegant solution: if you turn death penalty OFF, you loose one extra map portal after death.



Or maybe only one portal per map (including Shaper, Elder, Atziri, etc.) so you only get one attempt per map or area. No glass cannons allowed.

So that party play becomes definitely impossible ?

On top of that, GGG does not want the highest and least easily accessible content to kick you out at the first internet problem (no, uber lab is not the highest and least accessible content, far from it).
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Mar 8, 2019, 7:28:13 AM
One portal per map is fine for me. For party single portal should allow move IN for all members, but for those who leave map portal should be not intractable.
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